Class: Goblin-mutant (mutation for power, bonus from gender as well)
Secondary skill: Magical Instability - during attacks, there is a chance of releasing magical energy, which can lead to completely unpredictable consequences. In addition, spells and magic items, upon contact with Slirr, may drastically change their properties.
Appearance description: Slirr is taller and stronger than an ordinary goblin. His connection to reptiles is much more evident than in most of his kin.
Biography: Slirr comes from the Quick Hand Clan. Unlike most others, this tribe was engaged not so much in raids as in theft. They often stole supplies from neighboring settlements and from travelers on the roads. This was how they showed respect to the founder of the clan – Klogg Quick Hand.
But no one in the tribe expected that one terrible day, someone would start stealing from them. It all began shortly after a certain mage settled in a nearby abandoned fortress. In ancient times, even the tribe wanted to settle there, but the magical barrier against unwanted guests simply did not allow them to enter. One by one, goblins disappeared - some went to other tribes, and some did not return after attempting to bring back their relatives. Slirr was a goblin of the first type - nervous and paranoid since childhood; he started preparing to flee even after the first signs of danger. But what can a miserable goblin intellect do against the power of a mage's mind? Slirr was captured and put in a cell.
For weeks, horrible experiments were carried out on Slirr and his acquaintances - few returned. Slirr was lucky enough to live longer than everyone else, but his goblin mind was damaged even more. Let the mage say something about "the possibility of awakening magical abilities," but Slirr didn't listen to him. He only thought about how to get out of this nightmare. And salvation came, albeit unexpectedly - when Slirr made another attempt to escape (he hit the grate leading to freedom with all his might). Somehow, his blows changed the nature of the protective spells placed on the grate, which threw the goblin... somewhere.
Equipment: Morning star and heavily worn clothing, carelessly sewn from pieces of different fabrics. The rest is up to the Mage Guild.